mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
d71eed2865
Fixes #43820. Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
124 lines
5.3 KiB
C++
124 lines
5.3 KiB
C++
/*************************************************************************/
|
|
/* fbx_skeleton.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "fbx_skeleton.h"
|
|
|
|
#include "import_state.h"
|
|
|
|
#include "tools/import_utils.h"
|
|
|
|
void FBXSkeleton::init_skeleton(const ImportState &state) {
|
|
int skeleton_bone_count = skeleton_bones.size();
|
|
|
|
if (skeleton == nullptr && skeleton_bone_count > 0) {
|
|
skeleton = memnew(Skeleton3D);
|
|
|
|
if (fbx_node.is_valid()) {
|
|
// cache skeleton attachment for later during node creation
|
|
// can't be done until after node hierarchy is built
|
|
if (fbx_node->godot_node != state.root) {
|
|
fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
|
|
print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
|
|
} else {
|
|
// root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
|
|
fbx_node->godot_node->add_child(skeleton);
|
|
skeleton->set_owner(state.root_owner);
|
|
skeleton->set_name("Skeleton3D");
|
|
print_verbose("created armature skeleton for root");
|
|
}
|
|
} else {
|
|
memfree(skeleton);
|
|
skeleton = nullptr;
|
|
print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
|
|
skeleton_bones.clear();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Make the bone name uniques.
|
|
for (int x = 0; x < skeleton_bone_count; x++) {
|
|
Ref<FBXBone> bone = skeleton_bones[x];
|
|
if (bone.is_valid()) {
|
|
// Make sure the bone name is unique.
|
|
const String bone_name = bone->bone_name;
|
|
int same_name_count = 0;
|
|
for (int y = x + 1; y < skeleton_bone_count; y++) {
|
|
Ref<FBXBone> other_bone = skeleton_bones[y];
|
|
if (other_bone.is_valid()) {
|
|
if (other_bone->bone_name == bone_name) {
|
|
same_name_count += 1;
|
|
other_bone->bone_name += "_" + itos(same_name_count);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Map<int, Ref<FBXBone>> bone_map;
|
|
// implement fbx cluster skin logic here this is where it goes
|
|
int bone_count = 0;
|
|
for (int x = 0; x < skeleton_bone_count; x++) {
|
|
Ref<FBXBone> bone = skeleton_bones[x];
|
|
if (bone.is_valid()) {
|
|
skeleton->add_bone(bone->bone_name);
|
|
bone->godot_bone_id = bone_count;
|
|
bone->fbx_skeleton = Ref<FBXSkeleton>(this);
|
|
bone_map.insert(bone_count, bone);
|
|
print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
|
|
bone_count++;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
|
|
|
|
for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
|
|
const Ref<FBXBone> bone = bone_element->value();
|
|
int bone_index = bone_element->key();
|
|
print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
|
|
|
|
skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
|
|
|
|
// lookup parent ID
|
|
if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
|
|
Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
|
|
int bone_id = skeleton->find_bone(parent_bone->bone_name);
|
|
if (bone_id != -1) {
|
|
skeleton->set_bone_parent(bone_index, bone_id);
|
|
} else {
|
|
print_error("invalid bone parent: " + parent_bone->bone_name);
|
|
}
|
|
} else {
|
|
if (bone->godot_bone_id != -1) {
|
|
skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
|
|
}
|
|
}
|
|
}
|
|
}
|